Doctors can prevent one of the most common causes of blindness in young children — but only when they can detect it. The disease, called retinopathy of prematurity, or ROP, affects the youngest, smallest and most vulnerable infants. These are preterm babies born before 31 weeks who weigh less than 2¾ pounds. Doctors can treat ROP if they catch it early enough, but there’s no objective way to determine which cases need treatment. Jayashree Kalpathy-Cramer thinks AI can make a difference. Kalpathy-Cramer is a researcher at the Athinoula A. Martinos Center for Biomedical Imaging at Harvard Medical School and Massachusetts General Hospital. She and her postdoctoral fellow,James Brown, are developing a GPU-accelerated deep learning system that could automatically determine the severity of the disease. “The main thing about ROP is that it’s preventable,” she said. “This is an area where deep learning can make a real difference.” Stuck in the 1980sROP happens because preterm babies’ eyes aren’t fully developed. Blood vessels that supply the retina grow quickly in the last few weeks before birth. If the process is interrupted, the vessels may stop growing or grow into parts of the eye where they don’t belong. Although the disease affects only a tiny fraction of premature infants, its effects can last a lifetime. ROP often improves on its own, but severe cases can lead to blindness or eye problems such as crossed eyes, lazy eye, glaucoma and early cataracts. When doctors screen for ROP, they classify it in order of severity — normal, pre-plus and plus — depending on the condition of the eye’s blood vessels. Plus cases require treatment. Doctors decide the level of ROP by comparing what they see in the retina (or a digital image of it) with a standard photo selected by experts in the 1980s. Not surprisingly, numerous studies show there’s widespread disagreement among experts about where to draw the line among the three categories. “That’s where I hoped we could do something better, by leveraging the recent advances in computer vision,” Kalpathy-Cramer said. Automated DiagnosisUsing a dataset of 6,000 images supplied by former colleagues at Oregon Health & Science University, Kalpathy-Cramer trained a deep neural network to differentiate normal, pre-plus and plus images. Working at the Center for Clinical Data Science operated by Mass General and Brigham and Women’s Hospitals in Boston, Kalpathy-Cramer used an NVIDIA DGX-1 AI supercomputer with various cuDNN-accelerated deep learning frameworks to develop an algorithm for ROP diagnosis. Next, she’ll test the algorithm on some 100,000 images supplied by Aravind Eye Hospitals and the Banker Retina Clinic and Laser Centre in India. Afterward, her plan is to try it out as a screening method in India. Expert Diagnosis Where Experts Are ScareKalpathy-Cramer is especially keen to deploy her method in low- and middle-income countries where access to highly trained ophthalmologists is often lacking. Long term, she wants to develop an inexpensive, portable device that could be used by nurses for an initial screening. “If we can get our algorithm working well, we think it can really make a difference in reversing preventable blindness worldwide,” Kalpathy-Cramer said. Kalpathy-Cramer has submitted a paper on her work using deep learning to automate diagnosis and prevent childhood blindness. Below are links to papers about her earlier work using computer vision:
The post Harvard Researcher Uses AI to Tackle Common Cause of Childhood Blindness appeared first on The Official NVIDIA Blog. Harvard Researcher Uses AI to Tackle Common Cause of Childhood Blindness published first on https://supergalaxyrom.tumblr.com via Tumblr Harvard Researcher Uses AI to Tackle Common Cause of Childhood Blindness
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Publisher: Francisco Javier Vidal González
«Hiperbórea, donde el vino es oscuro, níveos los pechos de sus mujeres y la muerte puede adoptar numerosas formas, algunas veces incluso hermosas. Hiperbórea, la de los muchos colores, donde los emplumados draganes abren senderos en la selva devoradora, los glaciares caminan y se engalanan con ciudades muertas, donde brillantes desiertos de sal le arrebatan a un hombre lo que es y le dan lo que fue. Un lugar de dioses antiguos y criaturas funestas que acechan en los pozos del mundo, donde una espada es más valiosa que el oro». Noche de ratas es un facsímil de la primera entrega de la serie Aventuras de a Duro, basada en las novelas de Fran Kane. Entre sus 110 páginas podrás encontrar reglas para reflejar el brutal entorno de la espada y brujería en varias de sus vertientes, tanto literarias, comiqueras o cinematográficas. Incluye nuevas ventajas y desventajas, equipo variado, reglas para reflejar la calidad de las armas y armadura, un nuevo sistema de magia flexible, adictivo y mortal, ademas de reglas para reflejar la trapacería del destino y de los propios PJ. Pero esto no es todo, ya que contarás con una extensa aventura de unas 54 páginas, llena de giros, violencia de todo género y puñaladas traperas, que te permitirán meterte en el ambiente. Esta aventura es de carácter cambiante, con lo que ningún grupo la jugará igual, ademas que cuenta con un extenso bestiario en el que el DJ podrá acomodar la partida a su gusto desatando el poder de los clichés y los rellenapárrafos. Price: $6.16Noche de Ratas published first on https://supergalaxyrom.tumblr.com via Tumblr Noche de Ratas
I was playing in a game where Amit Moshe (City of Mists) was running us through a noir based supernatural game. As our characters were running around, using our powers to chase down a cult, and playing a generally narrative based game, Amit said something that solidified a bunch of nebulous thoughts I’d had about how to narrate things as a Game Master. Amit said “And now let’s direct the camera out from our current group, up over the rooftops of the misty city, and back down on the cultists at the old church…”. Direct The Camera struck me in my brainpain and put a nice bow on a lot of narrative concepts I’ve worked with. I have a background in video production, at one point in time in my life having worked on audio and video production for sports, PBS stations, and corporate video, as well as my own projects. A lot of the similarities in putting together a dynamic and ever changing story that I love about gaming dovetail into what I love about movies and TV as a medium for telling a story with many avenues that information can be delivered. When Amit called out Directing The Camera, I realized how much I GMed in that style already – describing what might be seen by a viewer watching the TV show of the game I was running, putting together basic animations to start off campaigns, thinking of sessions as episodes in a story arc, etc. I’ve written many articles about it and even 1/3 of a book with a theme of a movie studio (Focal Point) to codify the GMing advice. Looking Behind The CurtainCalling out the movie-themed nature of the narrtive was a totally different step into the meta sphere that I’d never really considered taking, but in retrospect I realized how incredibly useful solidyfing that experience for the players can be. In many ways, the group at the table is the audience for the story they are telling, but their experience is of the actors and people pushing the story along. In a game that relies heavily on rails and structure, the group may be feeling much like the audience, feeding the machine with the proper actions to move it forwards, but in more open games the group feels their ability to modify the world first and often forgets that other things are going on around them. Directly calling out the “Camera” moves them temporarily into the audience perspective and directs their attention to the action in a way they may not have considered. Moving the camera is as simple as saying that you are doing it. When you would otherwise describe that “the plasma blasts come flying through the air, impacting around you and leaving scorch marks on the metal walls”, imagine the epic way this would look if it were a movie, and call out the camera, like so: “The guards blaster fires, and the camera swings away from you to the guards face, his eyes squint as he aims, the camera moves to the barrel of the gun with the light and plasma blast escaping from the end in slow motion. Fire flares out the exhaust vents on the side and the oval of light and sun-hot fire flies through the corridor in slow motion, moving past combatants, looking like it is standing still and the world is moving around it. As it reaches near you, the camera zooms out and the blast impacts in the wall right next to your head. Ok, what next.” This narration, calling out the camera and taking the simple scenario and turning it into a cinematic moment, functions much like a cutscene in a video game would. Even if you don’t got into the same detail, the step aside from being actors in the action to being the audience creates a secondary perspective for the players, one of thinking of the action going on as a cinematic experience. They may already be imagining these incredible things in their head, but calling it out with a small bit of narration from the “camera’s” perspective, helps them do this alongside all of their thoughts about how to overcome the BBEG and when the pizza is going to arrive. A Little Goes A Long WayThe technique of Directing the Camera is something that has a deep impact, and works well when focusing on the actions of NPCs, the reactions to incredible moments, and when revealing some information to the players in a more interesting way that you want them to focus in on. It isn’t the sort of thing that you want to use for every narrative element in your game. Narrating every attack this way would quickly make it wearisome and time consuming, but doing the first attack of the epic combat, or using a quick camera narration for every third or fourth attack of the boss as it really pummels a character with multiple attacks really inceases the narrative tension and engagement. Directing the Camera is realy just a recategorization of a narrative technique that a Game Master already does. We already narrate the events as if there is a camera on them. Whether that camera is our own mind’s eye, the eye of an invisible audience member, or the eyes of a bystander in the scene we are describing, calling out the camera makes it an agent and puts the players in dual places – one within the action and one watching it. It’s almost like grabbing the player’s head and making them see things from a certain perspective, just without any physical assault at the game table. What narrative techniques do you use to control the player’s perception? Have you found that breaking the 4th wall in this way increases or decreases immersion? Did you have a eureka moment like I did when Amit used the phrase in his game? Directing The Camera published first on https://supergalaxyrom.tumblr.com via Tumblr Directing The Camera
Publisher: CoolStuff
You want a really beautiful map for your adventures? Here it is… Check it, love it, and get it!! Miridifellow is at war since a long time with his northern neighbour, Baron of Norfeleb. No one even remember why they both started this conflict… Western border is more peaceful, and trade counter on this side of the territory are very profitable. Price: $1.00Medieval map: Miridifellow published first on https://supergalaxyrom.tumblr.com via Tumblr Medieval map: Miridifellow Doctors can prevent one of the most common causes of blindness in young children — but only when they can detect it. The disease, called retinopathy of prematurity, or ROP, affects the youngest, smallest and most vulnerable infants. These are preterm babies born before 31 weeks who weigh less than 2¾ pounds. Doctors can treat ROP if they catch it early enough, but there’s no objective way to determine which cases need treatment. Jayashree Kalpathy-Cramer thinks AI can make a difference. Kalpathy-Cramer is a researcher at the Athinoula A. Martinos Center for Biomedical Imaging at Harvard Medical School and Massachusetts General Hospital. She and her postdoctoral fellow,James Brown, are developing a GPU-accelerated deep learning system that could automatically determine the severity of the disease. “The main thing about ROP is that it’s preventable,” she said. “This is an area where deep learning can make a real difference.” Stuck in the 1980sROP happens because preterm babies’ eyes aren’t fully developed. Blood vessels that supply the retina grow quickly in the last few weeks before birth. If the process is interrupted, the vessels may stop growing or grow into parts of the eye where they don’t belong. Although the disease affects only a tiny fraction of premature infants, its effects can last a lifetime. ROP often improves on its own, but severe cases can lead to blindness or eye problems such as crossed eyes, lazy eye, glaucoma and early cataracts. When doctors screen for ROP, they classify it in order of severity — normal, pre-plus and plus — depending on the condition of the eye’s blood vessels. Plus cases require treatment. Doctors decide the level of ROP by comparing what they see in the retina (or a digital image of it) with a standard photo selected by experts in the 1980s. Not surprisingly, numerous studies show there’s widespread disagreement among experts about where to draw the line among the three categories. “That’s where I hoped we could do something better, by leveraging the recent advances in computer vision,” Kalpathy-Cramer said. Automated DiagnosisUsing a dataset of 6,000 images supplied by former colleagues at Oregon Health & Science University, Kalpathy-Cramer trained a deep neural network to differentiate normal, pre-plus and plus images. Working at the Center for Clinical Data Science operated by Mass General and Brigham and Women’s Hospitals in Boston, Kalpathy-Cramer used an NVIDIA DGX-1 AI supercomputer with various cuDNN-accelerated deep learning frameworks to develop an algorithm for ROP diagnosis. Next, she’ll test the algorithm on some 100,000 images supplied by Aravind Eye Hospitals and the Banker Retina Clinic and Laser Centre in India. Afterward, her plan is to try it out as a screening method in India. Expert Diagnosis Where Experts Are ScareKalpathy-Cramer is especially keen to deploy her method in low- and middle-income countries where access to highly trained ophthalmologists is often lacking. Long term, she wants to develop an inexpensive, portable device that could be used by nurses for an initial screening. “If we can get our algorithm working well, we think it can really make a difference in reversing preventable blindness worldwide,” Kalpathy-Cramer said. Kalpathy-Cramer has submitted a paper on her work using deep learning to automate diagnosis and prevent childhood blindness. Below are links to papers about her earlier work using computer vision:
The post Harvard Researcher Uses AI to Tackle Common Cause of Childhood Blindness appeared first on The Official NVIDIA Blog. Harvard Researcher Uses AI to Tackle Common Cause of Childhood Blindness published first on https://supergalaxyrom.tumblr.com via Tumblr Harvard Researcher Uses AI to Tackle Common Cause of Childhood Blindness
Publisher: Francisco Javier Vidal González
«Hiperbórea, donde el vino es oscuro, níveos los pechos de sus mujeres y la muerte puede adoptar numerosas formas, algunas veces incluso hermosas. Hiperbórea, la de los muchos colores, donde los emplumados draganes abren senderos en la selva devoradora, los glaciares caminan y se engalanan con ciudades muertas, donde brillantes desiertos de sal le arrebatan a un hombre lo que es y le dan lo que fue. Un lugar de dioses antiguos y criaturas funestas que acechan en los pozos del mundo, donde una espada es más valiosa que el oro». Noche de ratas es un facsímil de la primera entrega de la serie Aventuras de a Duro, basada en las novelas de Fran Kane. Entre sus 110 páginas podrás encontrar reglas para reflejar el brutal entorno de la espada y brujería en varias de sus vertientes, tanto literarias, comiqueras o cinematográficas. Incluye nuevas ventajas y desventajas, equipo variado, reglas para reflejar la calidad de las armas y armadura, un nuevo sistema de magia flexible, adictivo y mortal, ademas de reglas para reflejar la trapacería del destino y de los propios PJ. Pero esto no es todo, ya que contarás con una extensa aventura de unas 54 páginas, llena de giros, violencia de todo género y puñaladas traperas, que te permitirán meterte en el ambiente. Esta aventura es de carácter cambiante, con lo que ningún grupo la jugará igual, ademas que cuenta con un extenso bestiario en el que el DJ podrá acomodar la partida a su gusto desatando el poder de los clichés y los rellenapárrafos. Price: $6.16Noche de Ratas published first on https://supergalaxyrom.tumblr.com via Tumblr Noche de Ratas
Publisher: DramaScape
SciFi Research Station DramaScape SciFi Volume 49 This product is a 32 x 20 inch full-color, map of a SciFi Research Station , with Hex, Square and No Overlays. The Zip file contains the VTT (Virtual Table Top Images for online play).
[Alarm Klaxons sound.] “What is going on?”—Head Researcher “We don’t know sir. We’ve checked and all the aliens are still in containment.”--Scientist [Glass crashes as two plants burst into the hallway from the greenhouse and grab the scientist with vines!] “The alien plants…they are ambulatory! Run sir…Auggh”–Researcher SciFi Research Station includes a single interior level of a futuristic research station that could be located on a planet surface or as part of a space station. The area is entered via a door in the east center of the map opening up to a central hallway. There are five doors to the north and five doors to the south (for ten total rooms). SciFi Research Station can be used in horror, supers (especially as a mad scientist type of villain hideout), and near or far-future science fiction games. Adventure hook for use with this map: Greenhouse Expansion: Last contact with the Interstellar Space Station (ISS) Magellan was over a week ago. A marine squad (the player characters) has been sent to the ISS Magellan to investigate a distress signal sent on repeat since then. The marine’s orders are to save the station if possible. If the marines determine that the ISS Magellan cannot be saved, they have been given authorization to activate a thermonuclear device inside the station. Upon arrival at the ISS Magellan, they find the station’s walls covered with plant life with heavy fronds and vines. Something moves within the foliage. Moving the fronds away, human beings and aliens alike have roots growing out of them. The alien plant is absorbing nutrients from them like they are soil. The alien plants attack the marines after this gruesome discovery. It is up to the group to fight off the alien plants and save the station or decide to nuke it to prevent further contamination by the alien plant life. Price: $1.99SciFi Research Station published first on https://supergalaxyrom.tumblr.com via Tumblr SciFi Research Station
Publisher: Ulisses Spiele
I am a big fan of Torg Eternity but not of the Bonus Table. Rolling a die, just to look up that number on a table to get another number seems unnecessarily clumsy to me. This is a collection of suggestions for other ways of rolling skill checks without changing the overall system in any way. This monograph was prompted by the following paragraph in the Infiniverse Rules document: Furthermore, you have permission to use the rules of any other open license system (such as FATE, Open D6, and others, for example), or to convert systems of your own design, if doing so does not violate the guidelines of the license of your target system(s). With that is mind, I’d like to present 5 alternatives; some of my making, some based on mechanics from the Open D6 system. You might find something you like. Please note they require no changes to the basic systems of Torg, card play, bonuses, etc., just to the dice play. They are simple to drop in, try once or twice and discard them if you don’t like them, without impacting on your game in any way. Price: $1.50Torg Eternity Alternative Dice Systems published first on https://supergalaxyrom.tumblr.com via Tumblr Torg Eternity Alternative Dice Systems
Publisher: Ulisses Spiele
I am a big fan of Torg Eternity but not of the Bonus Table. Rolling a die, just to look up that number on a table to get another number seems unnecessarily clumsy to me. This is a collection of suggestions for other ways of rolling skill checks without changing the overall system in any way. This monograph was prompted by the following paragraph in the Infiniverse Rules document: Furthermore, you have permission to use the rules of any other open license system (such as FATE, Open D6, and others, for example), or to convert systems of your own design, if doing so does not violate the guidelines of the license of your target system(s). With that is mind, I’d like to present 5 alternatives; some of my making, some based on mechanics from the Open D6 system. You might find something you like. Please note they require no changes to the basic systems of Torg, card play, bonuses, etc., just to the dice play. They are simple to drop in, try once or twice and discard them if you don’t like them, without impacting on your game in any way. Price: $1.50Torg Eternity Alternative Dice Systems published first on https://supergalaxyrom.tumblr.com via Tumblr Torg Eternity Alternative Dice Systems
Publisher: DramaScape
SciFi Research Station DramaScape SciFi Volume 49 This product is a 32 x 20 inch full-color, map of a SciFi Research Station , with Hex, Square and No Overlays. The Zip file contains the VTT (Virtual Table Top Images for online play).
[Alarm Klaxons sound.] “What is going on?”—Head Researcher “We don’t know sir. We’ve checked and all the aliens are still in containment.”--Scientist [Glass crashes as two plants burst into the hallway from the greenhouse and grab the scientist with vines!] “The alien plants…they are ambulatory! Run sir…Auggh”–Researcher SciFi Research Station includes a single interior level of a futuristic research station that could be located on a planet surface or as part of a space station. The area is entered via a door in the east center of the map opening up to a central hallway. There are five doors to the north and five doors to the south (for ten total rooms). SciFi Research Station can be used in horror, supers (especially as a mad scientist type of villain hideout), and near or far-future science fiction games. Adventure hook for use with this map: Greenhouse Expansion: Last contact with the Interstellar Space Station (ISS) Magellan was over a week ago. A marine squad (the player characters) has been sent to the ISS Magellan to investigate a distress signal sent on repeat since then. The marine’s orders are to save the station if possible. If the marines determine that the ISS Magellan cannot be saved, they have been given authorization to activate a thermonuclear device inside the station. Upon arrival at the ISS Magellan, they find the station’s walls covered with plant life with heavy fronds and vines. Something moves within the foliage. Moving the fronds away, human beings and aliens alike have roots growing out of them. The alien plant is absorbing nutrients from them like they are soil. The alien plants attack the marines after this gruesome discovery. It is up to the group to fight off the alien plants and save the station or decide to nuke it to prevent further contamination by the alien plant life. Price: $1.99SciFi Research Station published first on https://supergalaxyrom.tumblr.com via Tumblr SciFi Research Station |
About UsWriting on gaming is fun, coming up with logical answers in the topics that interest me really help. I am improving my writing everyday. Some of the things I hope to achieve is creating reality from the hyper-reality. My other blogs mention technology and social media, I introduce the best ways of delivering content these days and also cover topics. |